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Post by menaceman44 on Feb 19, 2021 9:15:53 GMT -5
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Post by menaceman44 on Feb 15, 2021 18:46:06 GMT -5
I haven't had time to check properly but I can already see that it is still using the Normal (bump) map texture from the original object you cloned. That should be updated to match your new object or else lighting will show the bumps up in game.
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Post by menaceman44 on Feb 10, 2021 6:44:29 GMT -5
That sounds like the first package has been made and then, instead of starting a brand new package, they have used "Save As" to make a new package instead.
OP, if you used "Save As" to make your second package then that is the problem. The code inside the two packages is the same now so the game thinks you have two copies of the same package and they "fight" to show in the game. You will need to remake the second package again starting from the beginning and DO NOT use "Save As".
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Post by menaceman44 on Feb 9, 2021 11:07:29 GMT -5
You could perhaps find an object that fades at the distance you would like and then copy the value from that object to yours. That's all I can think of. I did notice there is a "CustomFadeDistance" value but I don't know what it does (if anything) or what values to use.
I was too slow replying.
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Post by menaceman44 on Feb 9, 2021 11:00:09 GMT -5
3- Check if the object uses GeoStates. Look on the Meshes tab in Studio and if it has GeoStates you should be able to check them all from there. An example of an object that uses GeoStates is the doll house. It has a normal state, a damaged state, and then a fully broken state. These are all seperate meshes.
4- You can't remove the flame but you should be able to hide it. In the Rig/Slots tab there will probably be an FX slot entry. Move this down so that it is inside your mesh and you shouldn't be able to see it when you look in game.
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Post by menaceman44 on Feb 9, 2021 10:55:13 GMT -5
I'd like to help but I am finding it really difficult to understand you problem. Sorry.
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Post by menaceman44 on Feb 9, 2021 10:49:09 GMT -5
You will need to share you package and blend files for anyone to be able to help.
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Post by menaceman44 on Feb 4, 2021 10:47:27 GMT -5
Wall mirrors in game cannot be moved by default behaviour. If you clone a wall painting they can be moved already so there should be no issues there.
What actually sets whether they can be moved or not is a flag in the Object Catalog resource. About half way down the resource entry in Studio's Warehouse view you should see the PlacementFlagsLow section. The first entry is called AdjustHeightOnWall. Put a tick in that box and your CC can then be moved up and down walls.
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Post by menaceman44 on Feb 4, 2021 10:19:05 GMT -5
You're link doesn't work.
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Post by menaceman44 on Feb 1, 2021 11:04:15 GMT -5
Does this happen after you have already looked at the objects in the game? If so, you need to delete you localthumbcache.package found in the The Sims 4 documents folder. The next time you run the game it should generate new, updated thumbnails. It isn't specifically an issue with s4studio.
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Post by menaceman44 on Jan 29, 2021 9:19:07 GMT -5
Is there a list or ducumentation available anywhere that lists all of the available slot types in the game? Or an easy way that I can extract the information with studio?
I'm working on a fence and have noticed there is an object flag for "requires fence slot" in most objects that I have never seen used which made me wonder if a fence slot actually exists at all. If it did, I was thinking of trying to find a way to add it to the posts so that decorative pieces could be snapped to the fence without needing to use cheats.
I have also thought about attempting to add regular deco slots but then I would like to avoid the possibilities of Sims randomly leaving their empty glasses and plates on empty fence posts.
I realise that neither of these options may actually be viable I but wanted to try and equip myself with the info before I went any further.
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Post by menaceman44 on Jan 28, 2021 16:13:39 GMT -5
menaceman44 This may be a stupid question but if I use an already thinner book like a skill book can I then change that book so it's just a regular book? Not so keen on modding yet... You can but it would require a little bit of modding. Nothing too intensive or complicated though.
Just changing the tuning to the same one a regular book uses would work but the book would stretch when Sims use it so you would have to make a copy of the tuning and tell the game it is for a thin book instead.
I'm tired right now and my brain isn't in the right place to be able to explain it to you properly but if it's something you think you would like to have a go at, give me a poke and I'll see if I can write something up for you when I'm more awake.
It's not as complicated as it first seems.
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Post by menaceman44 on Jan 27, 2021 11:28:03 GMT -5
Looking at the blend file in 2.76 it appears that porting between the two blender versions has stripped the cut numbers and bone information. I'm not sure but I don't think the s4studio plugins are supported in 2.91.
The cut numbers are needed to tell studio which mesh groups to replace. Since there are no numbers at all it doesn't know what to do with your mesh. Since the bones are also missing from the blend it also means that if you do get your mesh to import by adding the correct cut numbers, it won't animate when a Sim uses it.
I've never used blender 2.91 so I don't know how mesh editing differs from 2.76 to be able to instruct you further.
Which Sims 4 book did you look at before going with the toddler book? I just ask because there is the regular chunky book but there is also a thin version as well which is used by most level 1 skill books. Just in case that might be an easier route for you to go down.
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Post by menaceman44 on Jan 25, 2021 15:49:19 GMT -5
You need to fix your link. It just comes back to this exact page.
Does your mesh have the correct cut numbers and bone assignments?
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Post by menaceman44 on Jan 25, 2021 15:40:42 GMT -5
Do not use the My CC option. Instead open the package with the My Projects button.
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